First Circle
White Seraph
- HP
- 80
- MP
- 80
- PA
- 5
- MA
- 14
- SP
- 6
- DEF
- 3
- MDEF
- 7
- MOV
- 3
- JUMP
- 3
Innate Warded Ailments inflicted on you last one turn less. Always on while this is your primary job, on top of the Support you equip.
Evasion
- Physical
- 5%
- Magical
- 15%
Evasion is subtracted from an attacker's accuracy, and facing decides how much of it applies: full from the front, half from the side, and none from behind. Flanking beats dodging.
Unlocking
- Requires
- Apothecary level 2
- Leads to
- Eidolon Caller, Bard, Chronomancer
- Weapon classes
- Rod · Staff
Action abilities 22
Each of these rolls independently at the start of every battle. The percentage is the chance this job fields it as a primary.
common 75% primary · 60% sub
uncommon 50% primary · 30% sub
Float
uncommon
Lift an ally above the terrain for 3 turns — ignores movement penalties and height
12 MP · 1 CT charge
Greater Cure
uncommon
Strong area heal
16 MP · 3 CT charge · POW 28
Holy Shield
uncommon
Absorb next 25 damage
14 MP · 2 CT charge · POW 25
Protect
uncommon
A ward against steel — physical damage taken drops by a third
12 MP · 2 CT charge
Raise
uncommon
Revive a KO'd ally with 50% HP
20 MP · 2 CT charge · POW 50
Refresh
uncommon
A quiet spring of mana — the ally recovers a tenth of their MP at each of their next three turns
8 MP · 1 CT charge
Shell
uncommon
A ward against sorcery — magic damage taken drops by a third
12 MP · 2 CT charge
rare 25% primary · 9% sub
Bastion
rare
A wall of consecrated stone stands three turns where you point. The line holds because you said so
10 MP
Consecrate
rare
Clean ground. Whatever they were carrying does not stand on it
18 MP · 1 CT charge
Grand Cure
rare
A greater mending light over an area
26 MP · 4 CT charge · POW 42
Mass Regen
rare
Bathe area in restorative light — Greater Regen on every ally hit
14 MP · 2 CT charge
Purify
rare
Purifying light — remove all ailments from allies in the area
18 MP · 1 CT charge
Radiant Grace
rare
Grace poured out — the wounded stand across the whole field
40 MP · 6 CT charge · POW 58
Reflect
rare
Wrap an ally in mirror-light — single-target damaging magic bounces back at the caster
16 MP · 2 CT charge
Reraise
rare
Bless an ally so they rise again at 33% HP the moment they are KO'd — holds until it fires or is dispelled
18 MP · 3 CT charge
Resurrection
rare
Call an ally back whole — revived at FULL HP
36 MP · 4 CT charge · POW 100
Sanctuary
rare
Stand still. For one turn nothing in this world is permitted to reach you
24 MP · 2 CT charge
Wall
rare
Both wards at once — steel and sorcery alike turn aside
30 MP · 4 CT charge
In motion 1
Filmed by the game itself — the cinematic each of these plays in a real battle.
Reaction, Support & Movement
One of each may be equipped. Unlike actions these are not rolled — they are chosen, and a secondary job never lends them. The one marked Innate is always on for a White Seraph and never takes the Support slot, so the slot is free for another pick. Every one in the game is on the passives page.
| Slot | Name | Effect | JP |
|---|---|---|---|
| Reaction | Regenerate | Answer the wound with a prayer — gain Regen when struck; fires at half your Brave (triggers at 50% of your Brave) | 250 |
| Support | Equip Staves | Field staves and rods — swing with Magic instead of muscle | 500 |
| Support | Magic Defense UP | Magic damage taken -25% | 400 |
| Support | Warded Innate | Ailments inflicted on you last one turn less | 450 |
| Movement | Levitate | Ignore terrain height (levitate) | 400 |